Dynamic wagering features based on number of active players

ABSTRACT

The present disclosure relates generally to gaming devices, systems, and methods. As an example, a gaming device is disclosed to generate game outcomes based on game instructions applying game rules to user inputs; cause gameplay graphics to be rendered by the user interface in accordance with the game outcomes; receive, from a sensor, information that enables the processor to identify a number of players positioned in proximity of the user interface; dynamically modify the game rules based on the identified number of players being greater than one; generate additional game outcomes based on the game instructions applying the modified game rules to user inputs; and cause additional gameplay graphics to be rendered by the user interface in accordance with the additional game outcomes.

BACKGROUND

The present disclosure is generally directed to electronic gamingmachines and, in particular, features associated with electronic gamingmachines.

Certain types of gaming machines include one or more primary wageringgames and some may include one or more secondary games, such as bonusgames. Many gaming machines enable gameplay to begin upon receiving awager or appropriate credit from a user or player of the gaming machine.The amount of the wager may determine how much is eventually availableto the user or player as an award, but the award may also be based on arandomly determined outcome of the gameplay events. Many gaming machinesare also equipped with lights, buzzers, speakers, and other outputdevices to further enhance the player's experience with the gamingmachine.

BRIEF SUMMARY

In certain embodiments, the present disclosure relates to a gamingdevice, a system, and methods. In some embodiments, a gaming device isprovided, comprising: a user interface; a sensor configured to detectthat multiple players are positioned in proximity of the user interface;a processor coupled to the user interface and to the sensor; and amemory coupled with the processor and storing therein instructions that,when executed by the processor, cause the processor to: generate gameoutcomes based on game instructions applying game rules to user inputs;cause gameplay graphics to be rendered by the user interface inaccordance with the game outcomes; receive, from the sensor, informationthat enables the processor to identify a number of players positioned inproximity of the user interface; dynamically modify the game rules basedon the identified number of players being greater than one; generateadditional game outcomes based on the game instructions applying themodified game rules to user inputs; and cause additional gameplaygraphics to be rendered by the user interface in accordance with theadditional game outcomes.

In some embodiments, a method is provided, comprising: generating gameoutcomes at a gaming device based on game instructions applying gamerules to user inputs; causing gameplay graphics to be rendered by a userinterface of the gaming device in accordance with the game outcomes;determining that a first player and a second player are both positionedin proximity of the user interface substantially simultaneous with oneanother; modifying the game rules based on determining that the firstplayer and the second player are both positioned in proximity of theuser interface substantially simultaneous with one another; generatingadditional game outcomes based on the game instructions applying themodified game rules to user inputs received from the first player andthe second player; and causing additional gameplay graphics to berendered by the user interface in accordance with the additional gameoutcomes.

In some embodiments, a gaming system is provided, comprising: aprocessor; and memory coupled with the processor and storinginstructions that, when executed by the processor, cause the processorto: generate game outcomes at a gaming device based on game instructionsapplying game rules to user inputs; cause gameplay graphics to berendered by a user interface of the gaming device in accordance with thegame outcomes; determine that a first player and a second player areboth positioned in proximity of the user interface substantiallysimultaneous with one another; modify the game rules based ondetermining that the first player and the second player are bothpositioned in proximity of the user interface substantially simultaneouswith one another; generate additional game outcomes based on the gameinstructions applying the modified game rules to user inputs receivedfrom the first player and the second player; and cause additionalgameplay graphics to be rendered by the user interface in accordancewith the additional game outcomes.

In some embodiments, a system is provided, comprising: a processor; anda memory, coupled with the processor, comprising instructions that areexecutable by the processor, wherein the instructions compriseinstructions that: generate game outcomes based on game instructionsapplying game rules to user inputs; cause gameplay graphics to berendered by a user interface of a gaming device in accordance with thegame outcomes; receive, from a sensor, information that enables theprocessor to identify a number of players positioned in proximity of theuser interface; dynamically modify the game rules based on theidentified number of players being greater than one; generate additionalgame outcomes based on the game instructions applying the modified gamerules to user inputs; and cause additional gameplay graphics to berendered by the user interface in accordance with the additional gameoutcomes.

Additional features and advantages are described herein and will beapparent from the following Description and the figures.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is a block diagram of a gaming system that enables multi-playeruse of a gaming device in accordance with embodiments of the presentdisclosure;

FIG. 2 is a block diagram depicting details of a gaming device inaccordance with embodiments of the present disclosure;

FIG. 3 is a block diagram depicting details of a game management systemfor enabling multi-player use of a gaming device in accordance withembodiments of the present disclosure;

FIG. 4A is a diagram depicting a multi-player gaming device inaccordance with embodiments of the present disclosure;

FIG. 4B is another diagram depicting a gaming device in accordance withembodiments of the present disclosure;

FIG. 5 is a diagram depicting a user interface including a displaydevice and user input devices in accordance with embodiments of thepresent disclosure;

FIG. 6A illustrates a first configuration of a user interface showingGraphical User Interface (GUI) elements for a single player inaccordance with embodiments of the present disclosure;

FIG. 6B illustrates a second configuration of a user interface showingGUI elements for a first player along with GUI elements for attracting asecond player in accordance with embodiments of the present disclosure;

FIG. 6C illustrates a third configuration of a user interface showingGUI elements for a first player and a second player in accordance withembodiments of the present disclosure;

FIG. 6D illustrates a fourth configuration of a user interface showingGUI elements for a first player and a second player along with areconfigured set of user input devices in accordance with embodiments ofthe present disclosure;

FIG. 6E illustrates a fifth configuration of a user interface showingGUI elements for a first player and a second player along with areconfigured set of user input devices in accordance with embodiments ofthe present disclosure;

FIG. 6F illustrates a sixth configuration of a user interface showingGUI elements shared between a first player and a second player alongwith separate user input devices for the first player and the secondplayer in accordance with embodiments of the present disclosure;

FIG. 6G illustrates a seventh configuration of a user interface showingGUI elements for a second player obfuscated from view of a first playerin accordance with embodiments of the present disclosure;

FIG. 7 is a flow diagram depicting a method of enabling multi-player useof a gaming device in accordance with embodiments of the presentdisclosure;

FIG. 8 is a flow diagram depicting a method of utilizing one or moreRandom Number Generator (RNGs) to facilitate multi-player use of agaming device in accordance with embodiments of the present disclosure;

FIG. 9 is a flow diagram depicting a method of modifying aspects of auser interface to transition between single player use and multi-playeruse in accordance with embodiments of the present disclosure;

FIG. 10 is a flow diagram depicting a method of customizing displayand/or audio content for multiple players using a shared gaming devicein accordance with embodiments of the present disclosure; and

FIG. 11 is a flow diagram depicting a method of attracting a secondplayer to play a gaming device that is currently being played by a firstplayer in accordance with embodiments of the present disclosure.

DETAILED DESCRIPTION

Embodiments of the present disclosure will be described in connectionwith a gaming device that is configured to support single playeractivity and multi-player activity. The gaming device(s) depicted anddescribed herein may correspond to any type of device or collection ofdevices. The types of gaming devices that may be configured to supportmulti-player as described herein may include an Electronic GamingMachine (EGM), a mobile device, a communication device, a personalcomputing device, combinations thereof, etc.

While particular embodiments will be described in connection with thegame management system having a particular architecture, it should beappreciated that certain behaviors or features of a gaming device may becarried out with other architectures.

Moreover, the examples of game management systems (whether centralizedor distributed) depicted and described herein should not be construed aslimiting. For instance, one example of the game management system maycorrespond to a casino game management system that is used to trackplayer activity with respect to a particular game natively offered atthe gaming machine (e.g., video poker, slots, keno, etc.). The casinogame management system, in some embodiments, may correspond to atraditional slot Player Tracking System (PTS) that allows a player toplay one or more casino games at the EGM. Another non-limiting exampleof the game management system may correspond to a sports wageringsystem. In some embodiments, a gaming device may be configured tosupport multi-player use whereby one player is playing a first type ofgame (e.g., a game of chance) while a second player is playing adifferent type of game (e.g., a different game of chance, a game ofskill, etc.) or is involved in some other type of activity (e.g., sportswagering). Thus, a gaming device may support multiple different playersand those players may or may not be playing the same game or game type.

In some embodiments, a gaming device is configured with a shareable seat(e.g., a “buddy seat”) where two or more players are allowed to sit infront of the gaming device and interact with the gaming devicesubstantially simultaneously. The gaming device may be provided with orconnected to one or more sensors that are configured to detect thenumber of present players and each of their positions relative to thegaming device. Based on the number of players detected and theirpositions, the gaming device may be configured toautomatically/dynamically adjust its user interface (outputs and/orinputs) to provide the one or two players with an optimized userinterface experience, according to their sitting position.

To date, buddy-type gaming devices do not differentiate if there is oneor two players in front of the device, or how many of them are playing.Specifically, the user interface of these existing gaming devices isstatic. Additionally, traditional buddy gaming devices are not optimizedfor a single player mode since they have a static user interface and,therefore, force the single player to sit at a given position on thesupersized sitting area.

One aspect of the present disclosure provides an integration of one ormultiple player-detecting sensors (e.g., cameras, pressure sensorarrays, proximity detectors, card readers, etc.) which detect both thenumber of users in front of the machine and each of their positionsrelative to the gaming device. By having such sensors, dynamic userinterface adjustments for both single player mode or dual player modecan be applied in order to provide the one, two, three, or more userswith optimized user interface capabilities.

Another aspect of the present disclosure is to enable a gaming device tomodify game rules and/or game instructions based on the number ofplayers detected in proximity with the gaming device and/or based on thenumber of players that are actively playing the gaming device. Forinstance, wagering features, odds, and/or options within the same gamecan change dynamically based on the number of active players interactingwith a gaming device. The dynamic modification of the game instructionsand/or game rules may provide the player(s) with enhanced and moreenjoyable playing conditions if both players are playing, compared tohaving one player playing and one spectating/observing. Said anotherway, the gaming device may be configured to detect a number of playersin proximity with the gaming device, detect a number of playerscurrently interacting with the gaming device (e.g., playing), and/ordetect whether a player in proximity of a gaming device is observinginstead of actively playing the gaming device. Based on thisdetermination, the gaming device may then be configured to activelyinvolve a second player into the game by changing and/or adoptingdifferent game rules and providing wagering features to make the gameincreasingly attractive when it is played by two players instead of one(or three players instead of one or two players, etc.).

These and other aspects will now be described in further details withreference to FIGS. 1-11 .

Gaming System

With reference initially to FIG. 1 , details of an illustrative gamingsystem 100 will be described in accordance with at least someembodiments of the present disclosure. The components of the system 100,while depicted as having particular instructions and devices, are notnecessarily limited to the examples depicted herein. Rather, a systemaccording to embodiments of the present disclosure may include one,some, or all of the components depicted in the system 100 and does notnecessarily have to include all of the components in a single device.

The gaming system 100 is shown to include one or more communicationnetworks 104 that interconnect and facilitate machine-to-machinecommunications between one or multiple gaming devices 108 and a gamemanagement system 120. It should be appreciated that a communicationnetwork 104 may correspond to one or many communication networks orcellular networks without departing from the scope of the presentdisclosure. In some embodiments, the gaming devices 108 and gamemanagement system 120 may be configured to communicate using variousnodes or components of a communication network 104.

The communication network 104 may include wired and/or wirelesscommunication technologies. The Internet is an example of thecommunication network 104 that constitutes an Internet Protocol (IP)network consisting of many computers, computing networks, and othercommunication devices located all over the world, which are connectedthrough many telephone systems and other means. Other examples of thecommunication network 104 include, without limitation, a standard PlainOld Telephone System (POTS), an Integrated Services Digital Network(ISDN), the Public Switched Telephone Network (PSTN), a Local AreaNetwork (LAN), a Wide Area Network (WAN), a cellular network, and anyother type of packet-switched or circuit-switched network known in theart. In addition, it can be appreciated that the communication network104 need not be limited to any one network type, and instead may becomprised of a number of different networks and/or network types.Moreover, the communication network 104 may comprise a number ofdifferent communication media such as coaxial cable, copper cable/wire,fiber-optic cable, antennas for transmitting/receiving wirelessmessages, and combinations thereof.

In some embodiments, the gaming devices 108 may be distributedthroughout a single property or premises (e.g., a single casino floor)or the gaming devices 108 may be distributed among a plurality ofdifferent properties. In the depicted embodiment, three or more gamingdevices 108 are depicted as being co-located in a common location (e.g.,a casino) whereas another gaming device 108 is depicted as beingpositioned in a location different from the common location. It shouldbe appreciated that more than one gaming device 108 may be separated byother gaming devices 108 by one or multiple different communicationnetworks 104. Any number of the gaming devices 108 may be configured tosupport single player use and/or multi-player use.

Illustratively, one of the gaming devices 108 is shown to have twoplayers 112, 116 located within a predetermined proximity 128 of thegaming devices. In this situation, the gaming device 108 may beconfigured to support simultaneous gameplay for both the first player112 and the second player 116. The gaming device 108 may be configuredto detect whether one, two, three, or more players 112, 116 are locatedwithin the predetermined proximity 128 using any suitable type ofsensor(s). The gaming device 108 may also be configured to determinewhether one of the players (e.g., the first player 112) is activelyplaying the gaming device 108 whereas another player (e.g., the secondplayer 116) is not actively playing the gaming device 108 (e.g., isobserving the first player 112), but is still positioned within thepredetermined proximity 128. In such a situation, the gaming device 108may be configured to provide attraction messages to the second player116 while enabling the first player 112 to continue gameplay. The gamingdevice 108 may also be configured to determine if the multiple players112, 116 are both actively playing at the gaming device 108. In somesituations, the gaming device 108 may allow both players 112, 116 toplay the same game or different games.

The various gaming devices 108 may utilize the same or different typesof communication protocols to connect with the communication network104. It should also be appreciated that the gaming devices 108 may ormay not present the same type of game or wagering interface to a player112, 116. For instance, a first gaming device 108 may correspond to agaming machine that presents a slot game to the player 112, 116, thesecond gaming device 108 may correspond to a sports betting terminal,and other gaming devices 108 may present lottery games or other types ofgames or a plurality of different games for selection and eventual playby a player 112, 116. A single gaming device 108 may be configured toprovide different games two different players at substantially the sametime.

A gaming device 108 may correspond to a type of device that enablesplayer 112 interaction in connection with making wagers, communicating,watching live competitive contests, playing games of skill, and/orplaying games of chance. For instance, the gaming devices 108 maycorrespond to a type of device that enables a first player 112 and/orsecond player 116 to interact with a common set of game instructionsand/or use shared resources of a gaming device to interact withdifferent game instructions.

A player 112 may be allowed to carry a mobile device 124 and the mobiledevice 124 may also be used to interact with the game management system120 and/or gaming device 108. A mobile device 124 may be utilized by theplayer 112 to create a player account, manage player profile informationat the game management system 120, and/or connect with a gaming device108. It should also be appreciated that a mobile device 124 may beprovided with functionality similar or identical to a gaming device 108.In some embodiments, a mobile device 124 may be considered a particulartype of gaming device 108 in that a player 112 may utilize the mobiledevice 124 and resources thereof to play games of chance or other typesof wagering games.

In some embodiments, a player 112, 116 may login to the game managementsystem 120 by presenting the mobile device 124 to a gaming device 108,which causes components of the gaming device 108 to initiate a loginprocess with the game management system 120 on behalf of the player 112,116.

As mentioned above, the game management system 120 may correspond to asystem used by a casino operator to manage slot games, video pokergames, bingo games, keno games, games of skill, or the like that areplayed on one or more of the gaming devices 108 and/or mobile devices124. In some embodiments, the game management system 120 may correspondto a system used by the casino operator to manage sports wagers placedby users 112 either at a sports desk or at a gaming device 108. Asanother example, the game management system 120 may be used by to manageand execute a lottery game or multiple lottery games. As will bediscussed in further detail herein, the game management system 120and/or game devices 108 themselves may be configured to modify one ormore behaviors of a gaming device based on a number of players 112, 116detected within a predetermined proximity 128 of the gaming device 108.

Gaming Device

With reference now to FIGS. 2, 4A, and 4B, additional details of agaming device 108 will be described in accordance with at least someembodiments of the present disclosure. While depicted as a gaming device108, it should be appreciated that some or all of the components of asingle gaming device 108 may be distributed across multiple gamingdevices 108 (of the same or different type) without departing from thescope of the present disclosure. It should also be appreciated that oneor more features of a gaming device 108 may be provided in a player's112, 116 mobile device 124 without departing from the scope of thepresent disclosure. As shown in FIGS. 4A and 4B, a gaming device 108 maycorrespond to an EGM or a personal gaming device (e.g., a mobile device124).

The gaming device 108 may include machine memory 204, a processor 236, areader 248, a reader driver 252, a cash-in device 256, a cash-out device260, a ticket acceptance device 264, a ticket issuance device 268, oneor more user interface devices 272, one or more sensors 240, and one ormore speakers 244.

The processor 236 may include one or multiple computer processingdevices. In some embodiments, the processor 236 may include amicroprocessor, a CPU, a microcontroller, or the like. The processor 236may also be configured to execute one or more instructions stored inmachine memory 204.

The machine memory 204 may include one or multiple computer memorydevices that are volatile or non-volatile. The machine memory 204 may beconfigured to store instructions that enable player 112, 116 interactionwith the gaming device 108, that enable the gaming device 108 tointeract with a game of chance, that enable the gaming device 108 tointeract with a game management system 120, that enable the player 112,116 to interact with the game management system 120, that enable agaming device 108 to support single player interactions, and/or thatenable the gaming device 108 to change its behavior and supportmulti-player interactions. The machine memory 204 may be provided as acomputer-readable medium that stores the instructions and various otherdata structures or code elements. Examples of instructions that may bestored in the machine memory 204 include game instructions 208, playerdetection instructions 212, player attraction instructions 216, speakermanagement instructions 220, display management instructions 224, andthe like. The machine memory 204 is also shown to store various types ofdata or data sets describing the gaming device 108, details of a gamingsession being conducted by a player 112, 116 at the gaming device 108,and/or details of a player 112, 116 of the gaming device 108. As somenon-limiting examples, the machine memory 204 may be used to storepreferences and settings of a player 112, 116 and a credit meter 232.

The game instructions 208, when executed by the processor 236, mayenable the gaming device 108 to facilitate one or more games of chanceor skill and produce interactions between the player 112, 116 and thegame of chance or skill. In some embodiments, the game instructions 208may include subroutines that present one or more graphics and/or audiocontent to the player 112, 116 via a user interface device 272 and/orspeaker speakers 224 in accordance with inputs from the player detectioninstructions 212, the player attraction instructions 216, the speakermanagement instructions 220, and/or the display management instructions224. The game instructions 208 may also include subroutines thatcalculate whether a particular game wager has resulted in a win or lossduring the game of chance or skill, subroutines for determining payoutsfor the player 112, 116 in the event of a win, subroutines fordetermining whether a player 112, 116 has enough available credits inthe credit meter 232 to allow a particular bet or set of bets, and anyother subroutine or set of instructions that facilitate gameplay at orin association with the gaming device 108. In some embodiments,activities, outputs, or inputs of the game instructions may be stored orrecorded as machine state information, which may also be stored inmachine memory 204. As will be described herein, the game instructions208 may be configured to dynamically modify during execution dependingupon whether the player detection instructions 212 indicate that asingle player or multiple players are within a predetermined proximity128 of the gaming device 108 and/or depending upon whether a singleplayer or multiple players are interacting with the gaming device 108.

The player detection instructions 212, when executed by the processor236, may enable the gaming device 108 to receive inputs from sensor(s)240 and determine whether one, two, three, or more players arepositioned within proximity of the gaming device 108. The playerdetection instructions 212 may also be configured to determine whetherone, two, three, or more players are currently interacting with thegaming device 108 or actively playing the gaming device 108. Whiledepicted and described as instructions, it may also be possible toprovide functions of the player detection instructions 212 via anArtificial Neural Network (ANN), Deep Learning Artificial Intelligence(AI) model, or the like. In other words, the functions of the playerdetection instructions 212 can be provided in a machine learning form orsimilar type of data model that has been trained to detect a number ofplayers in proximity of a gaming device 108. In embodiments where two ormore players are detected as interacting with the gaming device 108, theplayer detection instructions 212 may provide inputs to the gameinstructions 208 that cause the game instructions to switch from asingle player mode of operation (e.g., where a single game is presentedto a single player and game rules for a single game are implemented) toa multi-player mode of operation (e.g., where multiple players arepresented one or more games and where game rules for a multi-player gameare implemented).

When implementing a single player game, the game instructions 208 mayutilize an output from a Random Number Generator (RNG) 228. Whenimplementing a multi-player game, the game instructions may utilize asingle output from the RNG 228 or may utilize multiple outputs from oneor more different RNGs 228. In particular, the game instructions may beconfigured to dynamically increase a number of random outputs utilizedby game rules based on the identified number of players detected by theplayer detection instructions 212 being greater than one. When multipleplayers are playing the gaming device 108, the game instructions 208 mayinvoke an additional RNG to generate additional random numbers foradditional game outcomes. Thus, if two players are playing the gamingdevice 108, the game outcomes for one game may be determined based onoutputs of a first RNG 228 whereas game outcomes for another game may bedetermined based on outputs of a second RNG 228. Alternatively, the gameinstructions 208 may utilize multiple different outputs from the sameRNG 228 to facilitate multiple games of chance at substantially the sametime even though the different random numbers are generated at differenttimes by the RNG 228.

In embodiments where two players are detected in proximity of the gamingdevice 108 but only one of the players is actively playing the gamingdevice, the player detection instructions 212 may provide inputs to theplayer attraction instructions 216 that cause the player attractioninstructions 216 to implement a partial attraction mode of operation.The player attraction instructions 216, when executed by the processor236, may enable the gaming device 108 to operate in a full attractionmode or a multi-player attraction mode. In the full attraction mode, theplayer attraction instructions 216 may be configured to display GUIelements and provide sound outputs by the speakers 244 that aim toattract one or multiple players to play the gaming device 108. In thismode, it is assumed that no player is currently playing the gamingdevice 108. In the multi-player attraction mode, the player attractioninstructions 216 may be configured to display GUI elements and providesound outputs by the speakers 244 that aim to attract a second player(or additional players) to play along with a first player (e.g., player112) that is already actively playing the gaming device 108. In someembodiments, the types of GUI elements and sounds provided in themulti-player attraction mode may explain to the player(s) 112, 116 thebenefits of entering a multi-player mode. For instance, the players 112,116 may be provided with a different version of a game by the gameinstructions, may be provided different win opportunities, may beprovided different odds, may be provided different payout tables, etc.if multiple players interact with the gaming device 108 at the sametime.

The game instructions 208 and/or payer attraction instructions 216 mayutilize the speaker management instructions 220 to determine how best tomix gameplay audio with shared audio content. Mixing decisions made bythe speaker management instructions 220 may be executed with a mixer. Insome embodiments, the mixer may be used to mix two or more differentaudio streams (e.g., one audio stream containing gameplay audio for onegame with gameplay audio for another game) into a single audio streamthat is capable of being output by selected speakers 244. It should alsobe appreciated that the output of the mixer may be provided toheadphones of a player 112, 116, to a user's 112 mobile device 124, orto some other user interface device 272 that ultimately presents theoutput of the mixer to the player 112, 116. As another example, bothplayers 112, 116 may be provided with the same background sounds, butdifferent event sounds (e.g., jingles, beeps, etc.) may be providedindependently to one, but not both, of the players 112, 116.

The game instructions 208 and/or player attraction instructions 216 mayalso be configured to utilize display management instructions 224 tocontrol visual content (e.g., GUI elements) displayed to one or moreplayers. Specifically, as shown in FIGS. 4A and 4B, the gaming device108 may include different types of user interface devices 272. Examplesof such user interface devices 272 include, without limitation, adisplay 404 (e.g., an output device), physical buttons 408, and areconfigurable button panel 416. The reconfigurable button panel 416 mayinclude a mixed user input/user output device (e.g., a touch-sensitivedisplay device) that is configured to present one or more soft buttons420 to players 112, 116. The soft buttons 420 may correspond to areas ofthe button panel 416 that, when pressed or selected by a player 112,116, cause the gaming device 108 to implement a certain function. Thesoft buttons 420 in the button panel 416 may be dynamically changed andmodified depending upon a game being played and/or depending upon anumber of players that are detected in proximity of the gaming device108 (e.g., within the predetermined proximity 128). The types ofinformation presented via the display 404 and/or button panel 416 maychange depending upon whether a single or multiple players areinteracting with the gaming device 108. For example, the number,position, and/or size of buttons 420 presented by the button panel 416may be dynamically adjusted in response to a different number of players112, 116 being detected in proximity of the gaming device 108. As a morespecific but non-limiting example, the number of buttons 420 presentedby the button panel 416 may be increased (e.g., a new button 420 orbutton type may be added) or decreased (e.g., an existing button 420 orbutton type may be removed). Newly added buttons 420 may be configuredto provide new functionality for a multi-player use of the gaming device108, where the functionality is not enabled when a single player isusing the gaming device 108.

The credit meter 232 may correspond to a device or collection of devicesthat facilitates a tracking of wager activity or available wager creditsat the gaming device 108. Such credits may be made available for wagersor bets placed on a game managed by the game management system 120. Insome embodiments, the credit meter 232 may be used to store or loginformation related to various player 112, 116 activities and eventsthat occur at the gaming device 108. The types of information that maybe maintained in the credit meter 232 include, without limitation,player information, available credit information, Real Time Player (RTP)information, wager amount information, and other types of informationthat may or may not need to be recorded for purposes of accounting forwagers placed at the gaming device 108 and payouts made for a player112, 116 during a game of chance or skill played at the gaming device108. In some embodiments, the credit meter 232 may be configured totrack coin-in activity, coin-out activity, coin-drop activity, jackpotpaid activity, bonus paid activity, credits applied activity, externalbonus payout activity, ticket/voucher in activity, ticket/voucher outactivity, timing of events that occur at the gaming device 108, and thelike. Some or all of the data within the credit meter 232 may bereported to the game management system 120 via coordinated efforts ofthe processor 236 and network interface 276.

In some embodiments, a single credit meter 232 or multiple differentcredit meters 232 may be utilized when multiple players 112, 116 areinteracting with the gaming device 108. As an example, when the gameinstructions 208 are operating in a multi-player mode, a single creditmeter 232 may be used to track the collective activity and progress forboth players. In other words, wagers made by either player may bedebited against the same credit meter 232 and winnings made by eitherplayer may be credited to the same credit meter 232. As another example,each player may be provided their own instance of a credit meter 232such that each player's activity is tracked with their own credit meter232. As another example, each player may be provided their own instanceof a credit meter 232 and an additional credit meter 232 may be used totrack credits for multi-player wagers placed on a certain game (e.g.,players may be allowed to utilize their own credit meter 232 or may beprovided an option of utilizing a shared credit meter 232 for certainwagers). In this way, certain wagers or game features may only bepresented to multiple players and winnings made off such wagers may beapplied to the shared credit meter 232 rather than an individualplayer's credit meter 232.

The network interface 276 may correspond to or include any type ofdevice that enables the gaming device 108 to connect with thecommunication network 104 or with another gaming device 108. In someembodiments, the network interface 276 may include one or morecommunication ports, switches, routes, etc. that connect with a cable orthe like. Alternatively or additionally, the network interface 276 mayinclude an antenna and/or a driver for the antenna that enables thegaming device 108 to wirelessly communicate with other machines.

The cash-in device 256 may include a bill acceptor, a coin acceptor, achip acceptor or reader, or the like. In some embodiments, the cash-indevice 256 may also include credit card reader hardware and/or software.The cash-out device 260 may operate and issue cash, coins, tokens, orchips based on an amount indicated within the credit meter 232. In someembodiments, the cash-out device 260 may include a coin tray or the likeand counting hardware configured to count and distribute an appropriateamount of coins or tokens based on a user's 112 winnings or availablecredit within the credit meter 232.

The gaming device 108 may also be provided with a ticket acceptancedevice 264 that is configured to accept or scan physically printedtickets/vouchers and extract appropriate information therefrom. In someembodiments, the ticket acceptance device 264 may include one or moremachine vision devices (e.g., a camera, IR scanner, optical scanner,barcode scanner, etc.), a physical ticket acceptor, a shredder, etc. Theticket acceptance device 264 may be configured to accept physicaltickets and/or electronic tickets without departing from the scope ofthe present disclosure. An electronic ticket/voucher may be accepted byscanning a one-dimensional barcode, two-dimensional barcode, or othertype of barcode or quick response (QR) code displayed by a player'smobile device 124, for example.

The ticket issuance device 268 may be configured to print or providephysical tickets/vouchers to users 112. In some embodiments, the ticketissuance device 268 may be configured to issue a ticket/voucherconsistent with an amount of credit available to a player 112, 116,possibly as indicated within the credit meter 232.

The user interface device(s) 272 may correspond to any type ofmechanical or software-based input and/or output device. In someembodiments, the user interface device(s) 272 may be provided on acommon panel or portion of the gaming device 108 and may be used toinitiate a predetermined function in response to being pressed by theplayer 112, 116. In addition to the examples of user interface devices272 described above, it should be appreciated that a user interfacedevice 272 may alternatively or additionally take the form of one ormore depressible buttons, a lever or “one armed bandit handle,” etc. Theuser interface device(s) 272 may include components like a display 404that present content to the player 112, 116 in a visual fashion (e.g.,displays, lights, screens, etc.). The user interface device(s) 272 mayinclude components that present content to the player 112, 116 in anaudible fashion (e.g., buzzers, speakers 244, headphones, etc.). Theuser interface device(s) 272 may also include one or more combined userinput/user output devices (e.g., a touch-sensitive display or displaypanel 416 or a lighted button) without departing from the scope of thepresent disclosure. In the example of FIG. 4B, the display 404 mayinclude a touch-sensitive display, in which case the display 404 can beused to present GUI elements as well as soft buttons 420.

The speakers 244 may be provided as a single speaker or as part of aspeaker array for producing audible sounds or outputs for the player112, 116. In some embodiments, the speakers 244 of a speaker array maybe coordinated or selectively activated by the speaker managementinstructions 220. In some embodiments, the speaker managementinstructions 220 may be configured to detect a position of a player 112,116 relative to the gaming device 108 or relative to the speakers 244and then may select appropriate speakers from the speaker array foroutputting gameplay audio and/or shared audio content. In someembodiments, the speakers 244 may be controlled in such a way that adirected sound beam is produced and delivered to a particular player112, 116 of the gaming device 108. A directed sound beam, in someembodiments, may be produced by the speaker management instructions 220employing one or more sound cards or drivers to activate selectedspeakers 244 in the speaker array. In some embodiments, the speakermanagement instructions 220 may be configured to utilize eye trackingand/or head tracking technologies to determine which of the speakers 244to activate and which to deactivate in connection with producing aparticular sound beam. Examples of such eye tracking and head trackingtechnologies are further described in U.S. patent application Ser. No.15/707,639 filed on Sep. 18, 2018. As an example, the speaker managementinstructions 220 may be configured to split an audio output of the gameinstructions 208 into a first audio output and a second audio output.The first audio output may be aimed to a first region positioned inproximity of the user interface and the second audio output may be aimedto a second region positioned in proximity of the user interface, whereat least some of the first region does not overlap with at least some ofthe second region. In other words, a first player may be provided with afirst audio output while a second player is provided with a second audiooutput even though both players are seated in front of the gaming device108. As an example, the first audio output for the first player may begenerated based on a preference of the first player (e.g., a volume orgame sound preference) whereas the second audio output for the secondplayer may be generated based on a preference of the second player(e.g., a different volume or game sound preference).

The reader 248 may be configured to read credentials of different types.For instance, the reader 248 may be configured to read the mobile device124 or other credentials that operate with a defined protocol or utilizean expected data format. The format or form factor of a credentialcarried by the player 112, 116 should not be limited to any particulartype of format or form factor. Examples of suitable form factors thatmay be as a credential include, without limitation, magstripe cards,chip-based cards, contactless/wireless cards, key fobs, mobile devices124, optically-readable cards, or the like. It should be appreciatedthat a user's 112 credential may be capable of being read by a reader248 when brought within a predetermined distance of the reader 248(e.g., if the reader 248 includes an antenna and is utilize acontactless communication protocol like Near Field Communications (NFC)or Bluetooth). Alternatively or additionally, a credential may becapable of being read by a reader 248 when inserted to a slot of a cardreader 248 or swiped through a card reader 248. To the extent that theform factor of a credential can vary and is not limited, it should beappreciated that the reader 248 may be provided with any number ofhardware and/or software components to enable interactions with acredential. More specifically, each a reader 248 may include one ormultiple readers, each of which may be provided with appropriatehardware and/or software components to enable the reader 248 toextract/read data that is stored on a credential and/or mobile device124.

The reader 248 may be considered a type of sensor 240 that is used todetect whether one or multiple players 112, 116 are positioned withinthe predetermined proximity 128 of the gaming device 108. For instance,if multiple players 112, 116 card-in to participate in a gaming sessionat substantially the same time, then the player detection instructions212 may determine, based on the inputs received from the reader 248,that multiple players 112, 116 are desiring to play the gaming device108 at the same time. Other types of sensors 240 may be used to detect apresence of one or multiple players at the gaming device 108. Examplesof devices that are suitable for use as a sensor 240 include, withoutlimitation, an optical sensor (e.g., a camera, an infrared sensor, aproximity sensor, etc.), a pressure sensor, a heat sensor, an inductivesensor, etc. As shown in FIGS. 4A and 4B, the sensors 240 may beprovided in the gaming device 108 (e.g., as embedded sensors), may beattached to the gaming device 108 (e.g., as peripheral devices), and/ormay be physically distanced from the gaming device 108. For instance,the gaming device 108 may include a cabinet 402 or similar supportstructure on which a sensor 240 is mounted. There may also be a bench424 or shared seating device that is positioned in front of the gamingdevice 108 and the bench 424 may be provided with one or more sensors240 that can detect whether a single player or multiple players aresitting on the bench 424. One or more of the sensors 240 may providesensor data to the player detection instructions 212 that enable theplayer detection instructions 212 to determine whether one, two, three,or more players are positioned in front of the gaming device 108 and/orare actively playing the gaming device 108. In some embodiments, thesensor data provided to the player detection instructions 212 may enablethe player detection instructions 212 to detect that multiple playersare positioning in proximity of the user interface 272 as well asdetermine a distance of each player from the user interface 272. Theplayer detection instructions 212 may alternatively or additionally beconfigured to determine a position of one or more players in athree-dimensional space relative to the user interface 272. For example,the player detection instructions 212 may be configured to determine adistance and position of one, some, or all players 112, 116 within aroom and relative to the user interface 272. If multiple players 112,116 are detected as being within reach of the user interface, then theplayer detection instructions 212 may modify the game instructions 208and/or invoke certain player attraction features from the playerattraction instructions 216.

In some embodiments, the sensor(s) 240 may be configured to detectand/or verify which input has been performed by a particular player 112,116. For instance, the sensor(s) 240 may include one or more proximitysensors, gesture sensors, or the like that are configured to verifywhich player provided a particular input and the input could correspondto a mid-air gesture and/or a pressing of a button 420 by a player 112,116.

Game Management System

With reference now to FIG. 3 , additional details of a game managementsystem 120 will be described in accordance with at least someembodiments of the present disclosure. The game management system 120may include a distributed computing architecture (e.g., a plurality ofservers). Some or all of the servers in the game management system 120may be configured with similar components, instructions, code sets, orthe like, which means that the game management system 120 may correspondto a distributed and highly-available system in which one or moreservers act to backup other servers. Alternatively or additionally, theservers of the game management system 120 may be configured for paralleldata processing capabilities.

Although details of a game management system 120 are shown in FIG. 3 asbeing provided in a single device, it should be appreciated thatmultiple devices (e.g., multiple servers) may be provided with similaror identical components. Alternatively, some components depicted in FIG.3 may be provided in one server whereas other components may be providedin another server. For illustrative purposes, a game management system120 may include a processor 304, memory 308, and a communicationinterface 312.

The processor 304 may be similar or identical to processor 236 In someembodiments, the processor 304 may include one or multiple computerprocessing devices. In some embodiments, the processor 304 may include amicroprocessor, a CPU, a microcontroller, or the like. The processor 304may also be configured to execute one or more instructions stored inmemory 308.

The communication interface 312 may enable the game management system120 to connect with the communication network 104. The communicationinterface 312 may include one or more communication ports, switches,routes, etc. that connect with a cable or the like. Alternatively oradditionally, the communication interface 312 may include an antennaand/or a driver for the antenna that enables the game management system120 to wirelessly communicate with other devices.

The memory 308 may be similar or identical to other memory devicesdepicted and described herein. For instance, the memory 308 may besimilar or identical to machine memory 204. The memory 308 may includeone or more volatile or non-volatile memory devices that are configuredto store instructions for execution by the processor 304. Alternativelyor additionally, the memory 308 may be configured to store other data tobe used in connection with providing game management functions for thegaming devices 108. The illustrative types of instructions that may bestored in memory 308 include, without limitation, game instructions 208,the speaker management instructions 220, and/or the display managementinstructions 224. The memory 308 is also shown to include the RNG(s)228, though it should be appreciated that functionality of an RNG 320may be provided by the processor 304 without executing instructions frommemory. Rather, the RNG 320 may correspond to a particular routine thatis natively built into the processor 304 and/or that relies on a clockof the processor 304 for generating a random or pseudo random outputwhen called. Alternatively or additionally, the RNG 320 may be providedas part of game instructions 208 and/or game instructions 208 of agaming device 108.

Player Interactions

With reference now to FIGS. 5 through 6G, additional configurations of agaming device 108 that support single player and multi-playerinteractions will be described in accordance with at least someembodiments of the present disclosure. Referring initially to FIG. 5 ,additional details of a user interface 272 will be described inaccordance with at least some embodiments of the present disclosure. Theuser interface 272 is shown to include a display device 404, which maybe in the form of a display screen that solely provides displayfunctions or in the form of a touch-sensitive display screen (e.g., adevice that provides display functions and that receives user inputs).The user interface 272 is also shown to include the button panel 416,which displays one or more touch sensitive areas as soft buttons 420. Aswill be described herein, the type and/or number of buttons presented bythe button panel 416 may change depending upon whether one, two, three,or more players 112, 116 are detected within proximity of the gamingdevice 108. For instance, a first configuration of buttons 420 may bepresented by the button panel 416 when a single player is detectedwhereas a second configuration of buttons may be presented by the buttonpanel 416 when multiple players are detected. The configuration ofbuttons 420 provided by the button panel 416 may also change dependingupon whether one, two, three or more different players are detected asactively playing the gaming device (e.g., rather than just observingactivities of another player).

The display device 404 may also be configured to present differentcontent (e.g., GUI elements, gameplay graphics, information, etc.) indifferent configurations depending upon the number of players detectedin proximity of the gaming device 108. The display device 404 is shownto include a number of different presentation regions 504 a, 504 b, 504c, 504 d, 504 e, and 504 f. These different presentation regions 504 a-fmay be configured to presented different content depending upon whetherthe game instructions are implementing a single player mode of operationor a multi-player mode of operation. In some embodiments, allpresentation regions 504 a-f may be used to present content in a unifiedmanner (e.g., in a single player mode or in mode where multiple playersare interacting with the same game). In some embodiments, somepresentation regions 504 a-f may be configured to present content forone player while other presentation regions 504 a-f may be configured topresent content for another player. The different contents displayed todifferent players may be customized for each player's preferences, basedon different games played by each player, based on whether one player isactively playing the gaming device 108 whereas another player is notactively playing the gaming device 108, etc. The display managementinstructions 224 may be configured to control the content displayed viathe display device 404 and which region is used to display a certaincontent. Transitions from various configurations depicted and describedherein may be achieved using any number of transitioning techniques(e.g., screen slides, rotations, swipes, splits, zoom in, zoom out,etc.).

With reference to FIG. 6A, a first configuration of the user interface272 is shown. In this particular configuration, GUI elements for asingle player 604 are displayed via the display device 404. The GUIelements for the single player 604 may include gameplay graphics if asingle player is interacting with the game instructions 208 (e.g., if aplayer is involved in a gaming session). The GUI elements for the singleplayer 604 may include content that is intended to attract a singleplayer or multiple players to the gaming device 108. The GUI elementsfor the single player 604 may include gameplay graphics that aregenerated based on game outcomes provided by the game instructions 208that are implementing a set of single player game rules.

FIG. 6B illustrates a second configuration of the user interface 272where the GUI elements for the first player 604 are presented by aportion of the display device 404 and where GUI elements for attractinga second player 608 are presented by another portion of the displaydevice 404. In this configuration, some of the presentation regions 504a-f may be used to generate and display the GUI elements for the firstplayer 604 whereas other presentation regions 504 a-f may be used togenerate and display the GUI elements for attracting the second player608.

In some embodiments, display management instructions 224 may beconfigured to dynamically change the display of content from the firstconfiguration (e.g., the configuration shown in FIG. 6A) to the secondconfiguration (e.g., the configuration shown in FIG. 6B) in response tothe player detection instructions 212 detecting a second player inproximity of the gaming device while a first player is actively engagedin a gaming session. In other words, the content displayed by thedisplay device 404 may change from presenting the GUI elements for thefirst player 604 to the configuration where the GUI elements forattracting the second player 608 are presented alongside the GUIelements for the first player 604. During the transition from the firstconfiguration to the second configuration, the aspect ratio of the GUIelements for the first player 604 may or may not change to accommodatethe presentation of the GUI elements for attracting the second player608. Furthermore, the content of the GUI elements for the first player604 may be provided by outputs of the game instructions 208 whereascontent of the GUI elements for attracting the second player 608 may beprovided by outputs of the player attraction instructions 216.

The GUI elements for the first player 604 may include game outcomesgenerated by the game instructions 208 based on the game instructionsapplying game rules to user inputs. If the player is playing a game ofchance, then the game outcome may be based on one or more random numbersgenerated by the RNG(s) 228. The content of the GUI elements forattracting the second player 608 may include information content thatdescribes advantages associated with a second player joining the firstplayer's gaming session or that describes advantages associated with thesecond player engaging in a gaming session substantially simultaneouswith the first player's gaming session. Such advantages may includeadditional game outcomes, additional or different game features,different payout opportunities, different odds, different game rulesthat will be made available to the first player already involved in thegaming session, increased credit opportunities for the first and/orsecond player, different bonus options, different wager opportunities,different player loyalty benefits, different types of games that can beplayed by the different players, etc.

The GUI elements for attracting the second player 608 may be presentedin a smaller portion of the display device 404 as compared to theportion of the display device 404 used to present the GUI elements forthe first player 604. Although depicted as being side-by-side, it couldbe appreciated that the GUI elements for attracting the second player608 may be overlaid, partially or completely, on top of the GUI elementsfor the first player 604. In other words, it may be possible to use asingle presentation region to display both the GUI elements for thefirst player 604 as well as GUI elements for attracting the secondplayer 608.

FIG. 6C illustrates a third configuration of the user interface 272where the GUI elements for the first player 604 are presented by aportion of the display device 404 and where GUI elements for the secondplayer 612 are presented by another portion of the display device 404.In this configuration, some of the presentation regions 504 a-f may beused to generate and display the GUI elements for the first player 604whereas other presentation regions 504 a-f may be used to generate anddisplay the GUI elements for the second player 612. Although depicted asbeing side-by-side, it is possible to overlay some or all of the GUIelements for the first player 604 with the GUI elements for the secondplayer 612.

In this configuration, the display device 404 can be used to present afirst game instance with the GUI elements for the first player 604 and asecond game instance with the GUI elements for the second player 612.This particular configuration may be utilized when two or more playersare detected as being in proximity of the gaming device 108. Morespecifically, this particular configuration may be utilized when two ormore players are detected within proximity of the gaming device 108 andare actively engaging with the game instructions 208 (e.g., playing thegaming device 108). In some embodiments, the GUI elements for the secondplayer 612 may include additional gameplay graphics that are notrendered in the GUI elements for the first player 604. Morespecifically, some gameplay graphics displayed in the GUI elements forthe first player 604 may be different from the gameplay graphicsdisplayed in the GUI elements for the second player 612. The gameplaygraphics displayed in the GUI elements for the first player 604 may begenerated based on first game outcomes provided by the game instructions208 whereas the gameplay graphics displayed in the GUI elements for thesecond player 608 may be generated based on second game outcomesprovided by the game instructions 208. Alternatively or additionally,both the first and second player may interact with a common game andhave shared game outcomes. Gameplay graphics representing the sharedgame outcomes may be presented redundantly to both the first player andsecond player by the GUI elements for the first player 604 and the GUIelements for the second player 612.

The display management instructions 224 may transition the displaydevice 404 to this third configuration from any of the otherconfigurations depicted and described herein. For instance, the displaydevice 404 may transition from the first configuration (e.g., as shownin FIG. 6A) to the third configuration (e.g., as shown in FIG. 6C).Alternatively, the display device 404 may transition from the secondconfiguration (e.g., as shown in FIG. 6B) to the third configuration(e.g., as shown in FIG. 6C).

FIG. 6D illustrates a fourth configuration of the user interface 272where the GUI elements for the first player 604 are presented by aportion of the display device 404 and where GUI elements for the secondplayer 612 are presented by another portion of the display device 404.This configuration also shown a modification to the button panel 416 tosupport the multi-player interactions.

In this particular configuration, the button panel 416 is reconfiguredto present a first set of buttons 616 for a first player (e.g., toreceive first player input) and a second set of buttons 620 for a secondplayer (e.g., to receive second player input). In some embodiments,inputs received at the first set of buttons 616 may be used to controlthe game played by the first player. Specifically, inputs received atthe first set of buttons 616 may be provided as first inputs to a firstgame instance and may be used to produce a first game outcome that isdisplayed in the GUI elements for the first player 604. Inputs receivedat the second set of buttons 620 may be used to control the game playedby the second player. Specifically, inputs received at the second set ofbuttons 620 may be provided as second inputs to a second game instanceand may be used to produce a second game outcome that is displayed inthe GUI elements for the second player 612.

Switching the button panel 416 from one configuration to another mayinclude changing a number of buttons 420 provided on the button panel416. Switching the button panel 416 from one configuration to anothermay include changing the types of buttons 420 that are provided on thebutton panel 416. In some embodiments, the types of buttons 420 providedin the first set of buttons 616 may be the same as the types of buttons420 provided in the second set of buttons 620. In other words, at leastone type of button (e.g., a bet button, a max bet button, a spin button,a payline selection button, a cash out button, etc.) may be redundantlyprovided in the first set of buttons 616 and the second set of buttons620. Alternatively as shown in FIG. 6E, the first set of buttons 616 mayhave a different number of buttons 420 than the second set of buttons620. As an example, a first player 112 may be provided with a first setof input options via the first set of buttons 616 whereas a secondplayer 116 may be provided with a second set of input options via thesecond set of buttons 620.

It may also be possible to enable the first player 112 and/or secondplayer 116 to provide inputs to a common game. In other words, the gameinstructions 208 may be configured to process inputs from the first setof buttons 616 and second set of buttons 620 for a single game instance.In other embodiments, the game instructions 208 may be configured tosegregate inputs from the first set of buttons 616 and second set ofbuttons 620 such that inputs received at the first set of buttons 616are only used to produce game outcomes for the first player 112, whichresults in a change of the GUI elements for the first player 604, whileinputs received at the second set of buttons 620 are only used toproduce game outcomes for the second player 116, which results in achange of GUI elements for the second player 612.

FIG. 6F illustrates yet another configuration of the user interface 272where GUI elements for the first and second player 624 are presented ina common region of the display 404. Specifically, some or all of thedisplay 404 may be dedicated to displaying the GUI elements for thefirst and second player 624. In this configuration, inputs received atthe first set of buttons 616 and second set of buttons 620 may both beused to control a single game and may both be used by the gameinstructions 208 to produce a common game outcome. The display 404 maytransition to the configuration of FIG. 6F from any of the otherconfigurations depicted and described herein.

FIG. 6G illustrates still another possible configuration of the userinterface 272 where at least some of the GUI elements for the secondplayer 612 are obfuscated (partially or completely) from view by thefirst player 112. In some embodiments, light filtering techniques (e.g.,selective light polarizers, selective light filters, etc.) may be usedin the display 404 to prevent an off-axis viewing of content displayedin either of the GUI elements for the first player 604 or the GUIelements for the second player 612. Thus, in some embodiments, outputsdisplayed in one portion of the display 404 may only be viewable by theplayer sitting directly in front of that section of the display 404. Asan example, the second player 116 sitting on the right side of thedisplay 404 may be able to view the content of the GUI elements for thesecond player 612 while not clearly being able to view the content ofthe GUI elements for the first player 604. Conversely, the first player112 sitting on the left side of the display 404 may be able to view thecontent of the GUI elements for the first player 604 while not clearlybeing able to view the content of the GUI elements for the second player612.

While FIG. 6G illustrates a partial or complete obfuscation of the GUIelements in the display 404, it should be appreciated that one, some, orall of the buttons 420 shown in the button 416 may be obfuscated aswell. In other embodiments, it may be possible to partially orcompletely obfuscate only certain GUI elements that are consideredsensitive (e.g., bet amount, available credit, paylines being played,etc.) while other GUI elements that are not considered sensitive may bedisplayed for all players to view. Obfuscation may be performed as adefault action or based on player preferences.

Methods

With reference now to FIGS. 7-11 , various methods will be described inaccordance with at least some embodiments of the present disclosure. Itshould be appreciated that the disclosed methods may be performed byone, some, or all of the devices depicted and described herein. Saidanother way, any device within the system 100 may be used to performsome or all of a method depicted and described herein. Moreover,although certain steps are depicted as being performed in a certainorder or in connection with a particular method, it should beappreciated that any method step depicted and described herein may beperformed in combination with any other method step depicted anddescribed herein.

Referring initially to FIG. 7 , a method of enabling multi-player use ofa gaming device 108 will be described in accordance with embodiments ofthe present disclosure. The method begins when a single player 112 isinteracting with a gaming device 108 and playing a game provided on thegaming device 108 (step 704). During this step, the gaming device 108may utilize the game instructions 208 to apply game rules to inputsreceived from the player 112. Based on the inputs received from theplayer 112 and, based on one or more random numbers generated by a RNG228 (e.g., if playing a game of chance), the game instructions 208 mayproduce game outcomes.

The game instructions 208 may provide information describing the gameoutcomes to the display management instructions 224, which causegameplay graphics to be rendered by the user interface 272 (step 708).The gameplay graphics may be presented as GUI elements for the firstplayer 604 using some or all of the display 404. Additionally, audiooutputs may be produced by the speakers 244 based on the game outcomes.

The method may continue with the player detection instructions 212receiving sensor data from one or more sensors 240. Based on thereceived sensor data, the player detection instructions 212 maydetermine that more than the first player 112 is positioned within thepredetermined proximity 128 of the gaming device 108 (step 712). Thisdetermination may be made based on sensor data from a single sensor 240or based on sensor data from multiple sensors 240. This determinationmay also be made based on a second player 116 interacting with the userinterface 272 and/or presenting a player credential (e.g., card, mobiledevice 124, etc.) to a reader 248 of the gaming device 108.

The method may then continue with the player detection instructions 212determining that the additional player 116 will also interact with thegaming device 108 (step 716). In some embodiments, this determination ismade based on additional information received from sensors 240. In someembodiments, this determination is made when the second player 116presses a particular button 420 or input affirming a desire to play thegaming device 108 at the same time as the first player 112. In someembodiments, this determination is made when the second player 116presents a player credential or otherwise logs into the game managementsystem 120 to initiate a gaming session.

The method may then continue with the player detection instructions 212providing an input to the game instructions 208 indicating that anotherplayer will play on the gaming device 108. Upon receiving informationfrom the player detection instructions 212 indicating that anotherplayer will play on the gaming device 108, the game instructions 208 maymodify one or more game rules (step 720). In this step, the gameinstructions 208 may modify game rules for a single game to be played byboth players 112, 116. Alternatively or additionally, the gameinstructions 208 may modify game rules for the game being played by thefirst player 112 while simultaneously starting a second game instancefor the second player 116. For example, when the second player 116 joinsand plays substantially simultaneous with the first player 112, thefirst player 112 may be provided additional game options or featuresbased on the modified game rules. Examples of such modifications to thegame rules include, without limitation, modified pay tables, modifiedodds, modified bonus opportunities, modified user inputs, modifiedgraphics, new games or game features, new game symbols, etc.

The method may also include an optional step of modifying a presentationof content via the user interface 272 (step 724). The various types ofmodifications to the user interface 272 were shown and described inconnection with FIGS. 6A thru 6G. Modifications to the presentation ofcontent may also include modifications to a presentation of audiocontent. Other modifications to the user interface 272 may includepresenting the GUI elements for the first player 604, but withadditional features made possible because of the modified game rules.

The method may then proceed with the game instructions 208 responding toinputs from the first player 112 and second player 116. Based on theinputs from the players 112, 116, the game instructions 208 may generateadditional game outcomes that are different from the game outcomesproduced when the first player 112 was the only active player using thegaming device (step 728). The additional game outcomes may be providedto the display management instructions 224, which results in additionalgameplay graphics being presented via the user interface 272 (step 732).In some embodiments, the additional gameplay graphics may be presentedvia the GUI elements for the first player 604 and/or via GUI elementsfor the second player 612.

Referring now to FIG. 8 , a method of utilizing one or more RNGs 228 tofacilitate multi-player use of a gaming device 108 will be described inaccordance with embodiments of the present disclosure. The method beginswith the player detection instructions 212 determining that a number ofplayers using the gaming device 108 has increased (step 804). Forinstance, the player detection instructions 212 may determine that thenumber of players using the gaming device 108 has increased from one totwo or from two to three. The determination may be made based on sensordata received from one or more sensors 240 positioned on or around thegaming device 108.

The method continues with the player detection instructions 212determining that a new player will play a new game instance (step 808).Based on determining that the new player will play a new game instance,the game instructions 208 may be modified (or rules used by the gameinstructions may be modified) which cause the game instructions 208 toneed more than one random number to generate different game outcomes foreach game instance (step 812). When the game instructions 208 determinethat more than one random number will be used to support thesimultaneous play of more than one player 112, 116, the gameinstructions 208 may optionally invoke additional RNGs 228 to producedifferent random number substantially simultaneously (step 816).Alternatively, the game instructions 208 may utilize a single RNG 228that produces multiple random numbers to be used by the gameinstructions 208 to produce different game outcomes (step 820). In someembodiments, the game outcomes for each game instance may also varybased on the different inputs received from the different players 112,116. Thus, the game instructions 208 may be dynamically modified tofacilitate multiple games being played at substantially the same time.In other words, the game instructions 208 may be configured totransition from a single player mode to a multi-player mode based on theplayer detection instructions 212 determining that the number of playersat the gaming device 108 has increased.

Referring now to FIG. 9 , a method of modifying aspects of a userinterface 272 to transition between single player use and multi-playeruse will be described in accordance with embodiments of the presentdisclosure. The method begins with player detection instructions 212receiving sensor input from one or more sensors 240 in proximity of thegaming device 108 (step 904). The sensor input may include differenttypes of sensor data depending upon the nature of the sensor 240 and theposition of the sensor 240. Based on the sensor data, the playerdetection instructions 212 may determine that the number of playersactively playing the gaming device 108 has changed (step 908). Forexample, the number of players may be determined to have increased fromone value to a higher value.

The method may then continue by determining whether the new player willprovide inputs to the gaming device 108 in addition to the playeralready playing the gaming device 108 (step 912). This step may alsoinclude determining whether the new player will play the same game asthe existing player or whether the new player will play a differentgame. In ether situation, if it is determined that the new player willalso provide inputs, then the game instructions 108 may cause thedisplay management instructions 224 to change inputs and/or outputsprovided by the user interface 272 (step 916). For example, the gameinstructions 208 may cause the number and/or type of inputs to changebased on determining that more players will interact with the gamingdevice 108. As an example, a button panel 416 may be modified to presenta greater number of buttons 420. As another example, some button typesmay be presented redundantly to the first player 112 and a second player116, thereby allowing both players to provide inputs to the gamingdevice 108 and control different instances of games. Providing a sametype of button to both players may allow each player to play their owninstance of a game or may each player to interact with the same game ina similar way.

Referring now to FIG. 10 , a method of customizing display and/or audiocontent for multiple players using a shared gaming device 108 will bedescribed in accordance with embodiments of the present disclosure. Themethod begins with the game instructions 108 requesting the displaymanagement instructions 224 to present game outcomes to a first player112 using GUI elements for the first player 604 (step 1004). The GUIelements for the first player 604 may include icons, symbols, paylines,or the like that enable the first player 112 to interact with a firstinstance of a game.

The method may continue by determining that a second player 116 ispositioned in proximity of the gaming device 108 (step 1008). Thisdetermination may be made based on the player detection instructions 212processing sensor data from sensors 240 as described herein. Upondetermining that a second player 116 is positioned in proximity of thegaming device 108, the display management instructions 224 may berequested to modify the user interface 272 to accommodate the secondplayer 116 (step 1012). As an example, the user interface 272 may bemodified to change content presented by the display device 404, changeaudio content presented by speakers 224, and/or change content displayedon a button panel 416.

The method may continue with the display management instructions 224receiving player preferences (step 1016). The player preferences may bereceived from the game management system 120 or may be received directlyfrom the player 112, 116 (e.g., via a credential, via a player profile,or based on specific inputs provided by the player 112, 116). The playerpreferences may include preferences for hiding or obfuscating from otherplayers, The player preferences may include preferences for displayingor presenting content, customized skins, preferred button types, volumepreferences, audio content preferences, symbol preferences, or any otherpreference related to a presentation of content via the user interface272.

The method may continue by updating GUI elements for the first player604, updating GUI elements for the second player 612, or combinationsthereof (step 1020). The update to the GUI elements may cause content tobe presented (or not presented) based on preferences of the first player112 and/or second player 116 (step 1024). As an example, the step ofpresenting content based on preferences may include presenting a singlegame instance with different graphics, skins, symbols, font sizes, orthe like to the different players. As another example, the step ofpresenting content based on preferences may include at least partiallyobfuscating some content such that other players cannot view thecontent. As another example, each player 112, 116 may be provided withcustomized audio content (or the same audio content may be played atdifferent volumes) based on player preferences.

Referring now to FIG. 11 , a method of attracting a second player 116 toplay a gaming device 108 that is currently being played by a firstplayer 112 will be described in accordance with embodiments of thepresent disclosure. The method begins by determining that a first player112 is playing a gaming device 108 while also determining that a secondplayer 116 is within proximity of the gaming device 108, but is notactively playing (step 1104). This determination may be made by theplayer detection instructions 212 based on sensor data. As anon-limiting example, the player detection instructions 212 maydetermine that multiple players are seated in a bench 424, but only oneof the players are actively engaging buttons 408, 420 of the gamingdevice 108.

Based on the determination of step 1104, the player attractioninstructions 216 may be invoked to generate GUI elements for attractingthe second player 608 (step 1108). The GUI elements for attracting thesecond player 608 may include attraction messages and graphics thatdescribe a benefit that can be obtained if the second player 116 joinsthe first player 112 in playing the gaming device 108.

The GUI elements for attracting the second player 608 may be presentedon top of the GUI elements for the first player 604 or may be presentedside-by-side with the GUI elements for the first player 604. In someembodiments, the GUI elements for attracting the second player 608 maybe incorporated in or be a part of the GUI elements for the first player604. In some embodiments, the GUI elements for attracting the secondplayer 608 may be presented in a portion of the display device 404 thatis smaller than the portion of the display device 404 used to presentthe GUI elements for the first player 604.

The method may continue when an input is received indicating that thesecond player 116 desires to play a game at the gaming device 108 (step1116). The input may be received from the first player 112 or the secondplayer 116 and may be received at one of the inputs (e.g., buttons 420)presented to the first player 112. In some embodiments, the input may bereceived at a button 408 or some other input device provided in thegaming device 108. In some embodiments, the input may be received viathe second player 116 logging into the gaming device 108 while the firstplayer 112 is still playing a game at the gaming device 108.

Upon receiving the input in step 1116, the method may continue byreplacing the GUI elements for attracting the second player 608 with GUIelements that enable the second player 116 to play a game (e.g., GUIelements for the second player 612) (step 1120). When the GUI elementsfor attracting the second player 608 are replaced with other GUIelements, the size of the GUI elements for the first player 604 may bemodified (e.g., resized) to accommodate a size of the GUI elements forthe second player 612. This step may alternatively or additionallyinclude modifying a presentation provided to the first player 112. Forexample, GUI elements for the first and second player 624 may bepresented via the display device 404 for both the first player 112 andsecond player 116 to view (e.g., a shared view of a single gameinstance).

In some embodiments, one or more user inputs may be modified toaccommodate the second player 116 (step 1124). For instance, one or morebuttons 420 on a button panel 416 may be added, removed, or replacedwith other buttons or button types. In some embodiments, the user inputsmay accommodate multiple players to interact with the same game or tointeract with different games.

Variants

The present disclosure contemplates a number of different variants orcombinations of concepts depicted and described herein. Moreover,embodiments of the present disclosure contemplate a system 100 in whichmultiple benches 424 positioned in front of different gaming devices 108may be connected or linked to one another. Linking of two or morebenches 424 (e.g., connecting multiple buddy seats) may provide thesystem 100 with an ability to facilitate multi-player versusmulti-player games. For instance, two players sitting on a first bench424 may be allowed to compete or play against two players sitting on asecond bench 424. Alternatively or additionally, connecting two or morebenches 424 (and the games provided by the gaming devices 108 associatedtherewith) may enable enhanced bonus games where one team of players(e.g., a “Red Team” sitting at a first bench 424) can team up with asecond team of players (e.g., a “Blue Team” sitting at a second bench424). The connection of these two different teams may be facilitated byhaving one player from each bench 424 enter a particular code or thelike that enables the multiple teams of players to enter a collectivebonus playoff or the like.

The present disclosure contemplates a variety of different gamingsystems and environments each having one or more of a plurality ofdifferent features, attributes, or characteristics. A “gaming system” or“gaming environment” as used herein refers to various configurations of:(a) one or more central servers, central controllers, or remote hosts;(b) one or more electronic gaming machines such as those located on acasino floor; and/or (c) one or more gaming devices, such as desktopcomputers, laptop computers, tablet computers or computing devices,personal digital assistants, mobile phones, and other mobile computingdevices. Moreover, an EGM as used herein refers to any suitableelectronic gaming machine which enables a player to play a game(including but not limited to a game of chance, a game of skill, and/ora game of partial skill) to potentially win one or more awards, whereinthe EGM comprises, but is not limited to: a slot machine, a video pokermachine, a video lottery terminal, a terminal associated with anelectronic table game, a video keno machine, a video bingo machinelocated on a casino floor, a sports betting terminal, or a kiosk, suchas a sports betting kiosk.

In various embodiments, the gaming system of the present disclosureincludes: (a) one or more electronic gaming machines in combination withone or more central servers, central controllers, or remote hosts; (b)one or more gaming devices in combination with one or more centralservers, central controllers, or remote hosts; (c) one or more gamingdevices in combination with one or more electronic gaming machines; (d)one or more gaming devices, one or more electronic gaming machines, andone or more central servers, central controllers, or remote hosts incombination with one another; (e) a single electronic gaming machine;(f) a plurality of electronic gaming machines in combination with oneanother; (g) a single gaming device; (h) a plurality of gaming devicesin combination with one another; (i) a single central server, centralcontroller, or remote host; and/or (j) a plurality of central servers,central controllers, or remote hosts in combination with one another.

For brevity and clarity and unless specifically stated otherwise, “EGM”as used herein represents one EGM or a plurality of EGMs, “gamingdevice” as used herein represents one gaming device or a plurality ofgaming devices and, in some embodiments, may include an EGM or multipleEGMs. The use of “server, central server, central controller, or remotehost” as used herein represents one central server, central controller,or remote host or a plurality of central servers, central controllers,or remote hosts.

As noted above, in various embodiments, the gaming system includes anEGM in combination with a central server, central controller, or remotehost. In such embodiments, the EGM is configured to communicate with thecentral server, central controller, or remote host through a datanetwork or remote communication link. In certain such embodiments, theEGM is configured to communicate with another EGM through the same datanetwork or remote communication link or through a different data networkor remote communication link. For example, the gaming system includes aplurality of EGMs that are each configured to communicate with a centralserver, central controller, or remote host through a data network.

In certain embodiments in which the gaming system includes an EGM incombination with a central server, central controller, or remote host,the central server, central controller, or remote host is any suitablecomputing device (such as a server) that includes at least one processorand at least one memory device or data storage device. As furtherdescribed herein, the EGM includes at least one EGM processor configuredto transmit and receive data or signals representing events, messages,commands, or any other suitable information between the EGM and thecentral server, central controller, or remote host. The at least oneprocessor of that EGM is configured to execute the events, messages, orcommands represented by such data or signals in conjunction with theoperation of the EGM. Moreover, the at least one processor of thecentral server, central controller, or remote host is configured totransmit and receive data or signals representing events, messages,commands, or any other suitable information between the central server,central controller, or remote host and the EGM. The at least oneprocessor of the central server, central controller, or remote host isconfigured to execute the events, messages, or commands represented bysuch data or signals in conjunction with the operation of the centralserver, central controller, or remote host. One, more than one, or eachof the functions of the central server, central controller, or remotehost may be performed by the at least one processor of the EGM. Further,one, more than one, or each of the functions of the at least oneprocessor of the EGM may be performed by the at least one processor ofthe central server, central controller, or remote host.

In certain such embodiments, computerized instructions for controllingany games (such as any primary or base games and/or any secondary orbonus games) displayed by the EGM are executed by the central server,central controller, or remote host. In such “thin client” embodiments,the central server, central controller, or remote host remotely controlsany games (or other suitable interfaces) displayed by the EGM, and theEGM is utilized to display such games (or suitable interfaces) and toreceive one or more inputs or commands. In other such embodiments,computerized instructions for controlling any games displayed by the EGMare communicated from the central server, central controller, or remotehost to the EGM and are stored in at least one memory device of the EGM.In such “thick client” embodiments, the at least one processor of theEGM executes the computerized instructions to control any games (orother suitable interfaces) displayed by the EGM.

In various embodiments in which the gaming system includes a pluralityof EGMs, one or more of the EGMs are thin client EGMs and one or more ofthe EGMs are thick client EGMs. In other embodiments in which the gamingsystem includes one or more EGMs, certain functions of one or more ofthe EGMs are implemented in a thin client environment, and certain otherfunctions of one or more of the EGMs are implemented in a thick clientenvironment. In one such embodiment in which the gaming system includesan EGM and a central server, central controller, or remote host,computerized instructions for controlling any primary or base gamesdisplayed by the EGM are communicated from the central server, centralcontroller, or remote host to the EGM in a thick client configuration,and computerized instructions for controlling any secondary or bonusgames or other functions displayed by the EGM are executed by thecentral server, central controller, or remote host in a thin clientconfiguration.

In certain embodiments in which the gaming system includes: (a) an EGMconfigured to communicate with a central server, central controller, orremote host through a data network; and/or (b) a plurality of EGMsconfigured to communicate with one another through a communicationnetwork, the communication network may include a local area network(LAN) in which the EGMs are located substantially proximate to oneanother and/or the central server, central controller, or remote host.In one example, the EGMs and the central server, central controller, orremote host are located in a gaming establishment or a portion of agaming establishment.

In other embodiments in which the gaming system includes: (a) an EGMconfigured to communicate with a central server, central controller, orremote host through a data network; and/or (b) a plurality of EGMsconfigured to communicate with one another through a communicationnetwork, the communication network may include a wide area network (WAN)in which one or more of the EGMs are not necessarily locatedsubstantially proximate to another one of the EGMs and/or the centralserver, central controller, or remote host. For example, one or more ofthe EGMs are located: (a) in an area of a gaming establishment differentfrom an area of the gaming establishment in which the central server,central controller, or remote host is located; or (b) in a gamingestablishment different from the gaming establishment in which thecentral server, central controller, or remote host is located. Inanother example, the central server, central controller, or remote hostis not located within a gaming establishment in which the EGMs arelocated. In certain embodiments in which the communication networkincludes a WAN, the gaming system includes a central server, centralcontroller, or remote host and an EGM each located in a different gamingestablishment in a same geographic area, such as a same city or a samestate. Gaming systems in which the communication network includes a WANare substantially identical to gaming systems in which the communicationnetwork includes a LAN, though the quantity of EGMs in such gamingsystems may vary relative to one another.

In further embodiments in which the gaming system includes: (a) an EGMconfigured to communicate with a central server, central controller, orremote host through a data network; and/or (b) a plurality of EGMsconfigured to communicate with one another through a communicationnetwork, the communication network may include an internet (such as theInternet) or an intranet. In certain such embodiments, an Internetbrowser of the EGM is usable to access an Internet game page from anylocation where an Internet connection is available. In one suchembodiment, after the EGM accesses the Internet game page, the centralserver, central controller, or remote host identifies a player beforeenabling that player to place any wagers on any plays of any wageringgames. In one example, the central server, central controller, or remotehost identifies the player by requiring a player account of the playerto be logged into via an input of a unique player name and passwordcombination assigned to the player. The central server, centralcontroller, or remote host may, however, identify the player in anyother suitable manner, such as by validating a player trackingidentification number associated with the player; by reading a playertracking card or other smart card inserted into a card reader; byvalidating a unique player identification number associated with theplayer by the central server, central controller, or remote host; or byidentifying the EGM, such as by identifying the MAC address or the IPaddress of the Internet facilitator. In various embodiments, once thecentral server, central controller, or remote host identifies theplayer, the central server, central controller, or remote host enablesplacement of one or more wagers on one or more plays of one or moreprimary or base games and/or one or more secondary or bonus games, anddisplays those plays via the Internet browser of the EGM. Examples ofimplementations of Internet-based gaming are further described in U.S.Pat. No. 8,764,566, entitled “Internet Remote Game Server,” and U.S.Pat. No. 8,147,334, entitled “Universal Game Server.”

The central server, central controller, or remote host and the EGM areconfigured to connect to the data network or remote communications linkin any suitable manner. In various embodiments, such a connection isaccomplished via: a conventional phone line or other data transmissionline, a digital subscriber line (DSL), a T-1 line, a coaxial cable, afiber optic cable, a wireless or wired routing device, a mobilecommunications network connection (such as a cellular network or mobileInternet network), or any other suitable medium. The expansion in thequantity of computing devices and the quantity and speed of Internetconnections in recent years increases opportunities for players to use avariety of EGMs to play games from an ever-increasing quantity of remotesites. Additionally, the enhanced bandwidth of digital wirelesscommunications may render such technology suitable for some or allcommunications, particularly if such communications are encrypted.Higher data transmission speeds may be useful for enhancing thesophistication and response of the display and interaction with players.

As should be appreciated by one skilled in the art, aspects of thepresent disclosure have been illustrated and described herein in any ofa number of patentable classes or context including any new and usefulprocess, machine, manufacture, or composition of matter, or any new anduseful improvement thereof. Accordingly, aspects of the presentdisclosure may be implemented entirely hardware, entirely software(including firmware, resident software, micro-code, etc.) or combiningsoftware and hardware implementation that may all generally be referredto herein as a “circuit,” “module,” “component,” or “system.”Furthermore, aspects of the present disclosure may take the form of acomputer program product embodied in one or more computer readable mediahaving computer readable program code embodied thereon.

Any combination of one or more computer readable media may be utilized.The computer readable media may be a computer readable signal medium ora computer readable storage medium. A computer readable storage mediummay be, for example, but not limited to, an electronic, magnetic,optical, electromagnetic, or semiconductor system, apparatus, or device,or any suitable combination of the foregoing. More specific examples (anon-exhaustive list) of the computer readable storage medium wouldinclude the following: a portable computer diskette, a hard disk, arandom access memory (RAM), a read-only memory (ROM), an erasableprogrammable read-only memory (EPROM or Flash memory), an appropriateoptical fiber with a repeater, a portable compact disc read-only memory(CD-ROM), an optical storage device, a magnetic storage device, or anysuitable combination of the foregoing. In the context of this document,a computer readable storage medium may be any tangible medium that cancontain, or store a program for use by or in connection with aninstruction execution system, apparatus, or device.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. Such a propagated signal may takeany of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device. Program codeembodied on a computer readable signal medium may be transmitted usingany appropriate medium, including but not limited to wireless, wireline,optical fiber cable, RF, etc., or any suitable combination of theforegoing.

Computer program code for carrying out operations for aspects of thepresent disclosure may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Scala, Smalltalk, Eiffel, JADE, Emerald, C++, C#, VB.NET,Python or the like, conventional procedural programming languages, suchas the “C” programming language, Visual Basic, Fortran 2003, Perl, COBOL2002, PHP, ABAP, dynamic programming languages such as Python, Ruby andGroovy, or other programming languages. The program code may executeentirely on the user's computer, partly on the user's computer, as astand-alone software package, partly on the user's computer and partlyon a remote computer or entirely on the remote computer or server. Inthe latter scenario, the remote computer may be connected to the user'scomputer through any type of network, including a local area network(LAN) or a wide area network (WAN), or the connection may be made to anexternal computer (for example, through the Internet using an InternetService Provider) or in a cloud computing environment or offered as aservice such as a Software as a Service (SaaS).

Aspects of the present disclosure have been described herein withreference to flowchart illustrations and/or block diagrams of methods,apparatuses (systems) and computer program products according toembodiments of the disclosure. It should be understood that each blockof the flowchart illustrations and/or block diagrams, and combinationsof blocks in the flowchart illustrations and/or block diagrams, can beimplemented by computer program instructions. These computer programinstructions may be provided to a processor of a general purposecomputer, special purpose computer, or other programmable dataprocessing apparatus to produce a machine, such that the instructions,which execute via the processor of the computer or other programmableinstruction execution apparatus, create a mechanism for implementing thefunctions/acts specified in the flowchart and/or block diagram block orblocks.

These computer program instructions may also be stored in a computerreadable medium that when executed can direct a computer, otherprogrammable data processing apparatus, or other devices to function ina particular manner, such that the instructions when stored in thecomputer readable medium produce an article of manufacture includinginstructions which when executed, cause a computer to implement thefunction/act specified in the flowchart and/or block diagram block orblocks. The computer program instructions may also be loaded onto acomputer, other programmable instruction execution apparatus, or otherdevices to cause a series of operational steps to be performed on thecomputer, other programmable apparatuses or other devices to produce acomputer implemented process such that the instructions which execute onthe computer or other programmable apparatus provide processes forimplementing the functions/acts specified in the flowchart and/or blockdiagram block or blocks.

The term “a” or “an” entity refers to one or more of that entity. Assuch, the terms “a” (or “an”), “one or more,” and “at least one” can beused interchangeably herein. It is also to be noted that the terms“comprising,” “including,” and “having” can be used interchangeably.

What is claimed is:
 1. A gaming device, comprising: a user interface; asensor configured to detect that multiple players are positioned inproximity of the user interface; a processor coupled to the userinterface and to the sensor; and a memory coupled with the processor andstoring therein instructions that, when executed by the processor, causethe processor to: generate game outcomes based on game instructionsapplying game rules to user inputs; cause gameplay graphics to berendered by the user interface in accordance with the game outcomes;receive, from the sensor, information that enables the processor toidentify a number of players positioned in proximity of the userinterface; dynamically modify the game rules based on the identifiednumber of players being greater than one; generate additional gameoutcomes based on the game instructions applying the modified game rulesto user inputs; cause additional gameplay graphics including differentbonus game options to be rendered by the user interface in accordancewith the additional game outcomes; and adjust at least one of a positionand size of input buttons based on the identified number of playersbeing greater than one.
 2. The gaming device of claim 1, wherein theinstructions further cause the processor to: dynamically increase anumber of random outputs utilized by the game rules based on theidentified number of players being greater than one.
 3. The gamingdevice of claim 2, wherein the number of random outputs is increased byinvoking an additional random number generator to generate an additionalrandom number for the additional game outcomes.
 4. The gaming device ofclaim 1, wherein the sensor comprises a pressure sensor.
 5. The gamingdevice of claim 1, wherein the sensor comprises an optical sensor thatis configured to detect that multiple players are positioned inproximity of the user interface as well as determine a distance andposition for each of the multiple players from the user interface. 6.The gaming device of claim 1, wherein the instructions further cause theprocessor to: provide modified odds based on the identified number ofplayers being greater than one.
 7. The gaming device of claim 1, whereinadjusting at least one of the position and size of input buttonscomprises changing a number of input buttons presented by a user inputportion of the user interface.
 8. The gaming device of claim 7, whereinat least one type of input button is presented redundantly by the userinput portion of the user interface such that a first player ispresented with a first instance of the at least one type of input buttonand such that a second player is presented with a second instance of theat least one type of input button.
 9. The gaming device of claim 1,wherein the instructions further cause the processor to: adjust apresentation of graphical user interface elements based on theidentified number of players being greater than one.
 10. The gamingdevice of claim 9, wherein, based on the identified number of playersbeing greater than one, a single display screen is used to present afirst game instance with a first set of graphical user interfaceelements to a first player and is further used to presented a secondgame instance with a second set of graphical user interface elements toa second player, and wherein the single display screen presents only thefirst game instance with the first set of graphical user interfaceelements when a single player is detected as being positioned inproximity of the user interface.
 11. The gaming device of claim 10,wherein at least one graphical user interface element in the first setof graphical user interface elements is at least partially obscured tolimit an ability of the second player to view the at least one graphicaluser interface element.
 12. The gaming device of claim 1, wherein theinstructions further cause the processor to: present a first gameinstance via the user interface while a single player is detected asbeing positioned in proximity of the user interface; and present, viathe user interface and substantially simultaneous with presenting thefirst game instance, attraction messages that describe a benefitassociated with another player interacting with the game instructionswith the single player also interacts with the game instructions,wherein the benefit includes the additional game outcomes.
 13. Thegaming device of claim 1, wherein the instructions further cause theprocessor to: split an audio output of the game instructions into afirst audio output and a second audio output; aim the first audio outputto a first region positioned in proximity of the user interface; and aimthe second audio output to a second region positioned in proximity ofthe user interface, wherein at least some of the first region does notoverlap with at least some of the second region.
 14. The gaming deviceof claim 13, wherein the first audio output is generated based on apreference of a first player and wherein the second audio output isgenerated based on a preference of a second player.
 15. The gamingdevice of claim 1, wherein a first player positioned in proximity of theuser interface is allowed to provide first inputs to the gameinstructions that cause the game instructions to produce a first gameoutcomes, wherein a second player positioned in proximity of the userinterface is allowed to provide second inputs to the game instructionsthat cause the game instructions to produce the additional gameoutcomes, wherein the first game outcomes are generated by the gameinstructions processing the first inputs and receiving a first randomnumber from a random number generator, and wherein the additional gameoutcomes are generated by the game instructions processing the secondinputs and receiving a second random number.
 16. The gaming device ofclaim 15, wherein the second random number is received from the randomnumber generator after the first random number.
 17. A gaming system,comprising: a processor; and memory coupled with the processor andstoring instructions that, when executed by the processor, cause theprocessor to: generate game outcomes at a gaming device based on gameinstructions applying game rules to user inputs; cause gameplay graphicsto be rendered by a user interface of the gaming device in accordancewith the game outcomes; determine that a first player and a secondplayer are both positioned in proximity of the user interfacesubstantially simultaneous with one another; modify the game rules basedon determining that the first player and the second player are bothpositioned in proximity of the user interface substantially simultaneouswith one another; generate additional game outcomes based on the gameinstructions applying the modified game rules to user inputs receivedfrom the first player and the second player; cause additional gameplaygraphics including different bonus game options to be rendered by theuser interface in accordance with the additional game outcomes; andadjust at least one of a position, number, and size of input buttonsfrom a first configuration to a second configuration based ondetermining that the first player and the second player are bothpositioned in proximity of the user interface substantially simultaneouswith one another.
 18. The gaming system of claim 17, wherein theinstructions, when executed by the processor, further cause theprocessor to: wherein the first configuration of the input buttonsaccommodates a single player interacting with the game instructions andenables the single player to solely provide the user inputs, and whereinthe second configuration of the input buttons accommodates the firstplayer and the second player interacting with the game instructions andenables both the first player and the second player to each providetheir own user inputs.
 19. The gaming system of claim 17, wherein theinstructions, when executed by the processor, further cause theprocessor to: present the first player with the gameplay graphics via afirst portion of the user interface; present the second player with theadditional gameplay graphics via a second portion of the user interface;and at least partially obfuscate some of the gameplay graphics from thesecond player.
 20. A system, comprising: a processor; and a memory,coupled with the processor, comprising instructions that are executableby the processor, wherein the instructions comprise instructions that:generate game outcomes based on game instructions applying game rules touser inputs; cause gameplay graphics to be rendered by a user interfaceof a gaming device in accordance with the game outcomes; receive, from asensor, information that enables the processor to identify a number ofplayers positioned in proximity of the user interface; dynamicallymodify the game rules based on the identified number of players beinggreater than one; generate additional game outcomes based on the gameinstructions applying the modified game rules to user inputs; causeadditional gameplay graphics including different bonus game options tobe rendered by the user interface in accordance with the additional gameoutcomes; and adjust at least one of a position, number, and size ofinput buttons from a first configuration to a second configuration basedon determining that multiple players are positioned in proximity of theuser interface substantially simultaneous with one another.